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I thik I'll blow this shit up, big time! Or?

Posted: Tue Feb 18, 2003 3:40 pm
by Bjarne BZR
I'm planning to put an objective to blow this:
Image
...into something like this ( ugly Radiant picture ):
Image
...in all four rows of these distiller racks is going "bye bye".

My question to the x-perienced mappers is:
Will a complex exploder collection and / or a large explodersmashed collection remainig after an explosion do bad things to my FPS? Will the Gfx engine do somethig really stupid like drawing both set all the time? Will the exploder collections and / or a explodersmashed collections be affected by vis_leafgroup's?

The reason I'm asking is my INSANE compile times and that the explosion is planned in an "FPS tight" area...

/Bjarne
PS: Sorry about the size of the piccys

Posted: Tue Feb 18, 2003 3:51 pm
by jv_map
First I want to say that map looks amazing 8) (pic size is ok - no worries), although I'd cut down on the amount of point lights.

I don't think the exploders will do anything harmful to your fps, although you must be aware you'll have very few opportunities to block sight in this area. You'll be giving up a large amount of structural brushes. All script_objects will respond to vis_leafgroups like detail brushes would.

Posted: Tue Feb 18, 2003 4:06 pm
by Bjarne BZR
Thanx man. :D

U tell me just what I want to hear ( read? ). As all brushes in this room are already details, I would have no problems ( be glad you can't see the vis brushes :shock::D )...

Why cut down on point lights? Will it affect gameplay in other ways than just having less lamps ( I don't give a rats ass about the compile time as long as it looks good and has a resonable FPS :twisted: ) ?

Posted: Tue Feb 18, 2003 4:21 pm
by jv_map
Personally I think point lights look unrealistic. Also they add enormously to the compile time, but that doesn't seem to be a problem for you :wink:.

Anyway this is an off-topic post :oops:. Someone smack me :(.

Posted: Tue Feb 18, 2003 4:46 pm
by Bjarne BZR
Clap! *smacks jv_map in the back of the head so his neck-hairs get in his eyes. jv_map goes: :shock:*

Posted: Tue Feb 18, 2003 5:04 pm
by Surgeon
lol
Looks nice

Posted: Tue Feb 18, 2003 7:03 pm
by Desert Eagle
I used a line of exploders to blow up a ship in my current map project and the explsions were so large, fps went down to rock bottom.

My explosions were set up like a chain reaction. One would go off, then the next, etc.. for a total of six along with jitter view (to give that shaken up look while playing using the earthquake.scr). FPS went from 59 to 24.

So for now I have removed them.

Posted: Tue Feb 18, 2003 7:20 pm
by Butch
shame